[][src]Struct gdnative::api::MeshLibrary

pub struct MeshLibrary { /* fields omitted */ }

core class MeshLibrary inherits Resource (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

MeshLibrary inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl MeshLibrary[src]

pub fn new() -> Ref<MeshLibrary, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

pub fn clear(&self)[src]

Clears the library.

pub fn create_item(&self, id: i64)[src]

Creates a new item in the library with the given ID.
				You can get an unused ID from [method get_last_unused_item_id].

pub fn find_item_by_name(&self, name: impl Into<GodotString>) -> i64[src]

Returns the first item with the given name.

pub fn get_item_list(&self) -> TypedArray<i32>[src]

Returns the list of item IDs in use.

pub fn get_item_mesh(&self, id: i64) -> Option<Ref<Mesh, Shared>>[src]

Returns the item's mesh.

pub fn get_item_name(&self, id: i64) -> GodotString[src]

Returns the item's name.

pub fn get_item_navmesh(&self, id: i64) -> Option<Ref<NavigationMesh, Shared>>[src]

Returns the item's navigation mesh.

pub fn get_item_navmesh_transform(&self, id: i64) -> Transform[src]

Returns the transform applied to the item's navigation mesh.

pub fn get_item_preview(&self, id: i64) -> Option<Ref<Texture, Shared>>[src]

When running in the editor, returns a generated item preview (a 3D rendering in isometric perspective). When used in a running project, returns the manually-defined item preview which can be set using [method set_item_preview]. Returns an empty [Texture] if no preview was manually set in a running project.

pub fn get_item_shapes(&self, id: i64) -> VariantArray<Shared>[src]

Returns an item's collision shapes.
				The array consists of each [Shape] followed by its [Transform].

pub fn get_last_unused_item_id(&self) -> i64[src]

Gets an unused ID for a new item.

pub fn remove_item(&self, id: i64)[src]

Removes the item.

pub fn set_item_mesh(&self, id: i64, mesh: impl AsArg<Mesh>)[src]

Sets the item's mesh.

pub fn set_item_name(&self, id: i64, name: impl Into<GodotString>)[src]

Sets the item's name.
				This name is shown in the editor. It can also be used to look up the item later using [method find_item_by_name].

pub fn set_item_navmesh(&self, id: i64, navmesh: impl AsArg<NavigationMesh>)[src]

Sets the item's navigation mesh.

pub fn set_item_navmesh_transform(&self, id: i64, navmesh: Transform)[src]

Sets the transform to apply to the item's navigation mesh.

pub fn set_item_preview(&self, id: i64, texture: impl AsArg<Texture>)[src]

Sets a texture to use as the item's preview icon in the editor.

pub fn set_item_shapes(&self, id: i64, shapes: VariantArray<Shared>)[src]

Sets an item's collision shapes.
				The array should consist of [Shape] objects, each followed by a [Transform] that will be applied to it. For shapes that should not have a transform, use [constant Transform.IDENTITY].

Methods from Deref<Target = Resource>

pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>[src]

Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
				[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.

Default Arguments

  • subresources - false

pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>[src]

If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].

pub fn name(&self) -> GodotString[src]

The name of the resource. This is an optional identifier.

pub fn path(&self) -> GodotString[src]

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

pub fn get_rid(&self) -> Rid[src]

Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

pub fn is_local_to_scene(&self) -> bool[src]

If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

pub fn set_local_to_scene(&self, enable: bool)[src]

If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

pub fn set_name(&self, name: impl Into<GodotString>)[src]

The name of the resource. This is an optional identifier.

pub fn set_path(&self, path: impl Into<GodotString>)[src]

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

pub fn setup_local_to_scene(&self)[src]

This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script.
				For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.

pub fn take_over_path(&self, path: impl Into<GodotString>)[src]

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.

Trait Implementations

impl Debug for MeshLibrary[src]

impl Deref for MeshLibrary[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for MeshLibrary[src]

impl GodotObject for MeshLibrary[src]

type RefKind = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Instanciable for MeshLibrary[src]

impl SubClass<Object> for MeshLibrary[src]

impl SubClass<Reference> for MeshLibrary[src]

impl SubClass<Resource> for MeshLibrary[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> SubClass<T> for T where
    T: GodotObject
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.